Post by Rigil Kent on Nov 1, 2017 13:11:03 GMT -6
So, as promised, I looked through the Dungeon Fantasy: Incantation Magic book in the hopes we could just use it in place of RPM since I'm the only one actually using the Ritual Path Magic stuff ... and it has a bunch of very cool elements to it that I like as well as a couple I'm less enthusiastic about.
Pros:
So I'm a little torn here. It does look to me like this could work and might be easier for you to digest, but it's still going to require some work. At the moment, it almost seems like you've just used the Sorcery stuff by itself so I'm also tempted to just drop RPM entirely and go with that exclusively ...
Feedback appreciated from both of the casters.
ETA: Just noticed that Gate and teleportation magic are not allowed in Dungeon Fantasy, so that probably explains why creating the bridge to the Nevernever was so easy.
Pros:
- As stated, reduces the number of rolls required so you don't have to "gather energy" like in the RPM system (which is only partially an issue to me since Harry does that all the time in the books, though that could easily just be read as fluff description of him making the spell check.
- The Paths are completely renamed and I kind of like what they did. There are 8 paths and they are: Arcanum (Aspect: Spells, mana, and the creations of the magical arts.); Augury (Aspect: The past, the future, fate, and chance.); Demonology (Aspect: Demons and angels; also traveling to and from Hell (but not Heaven!)); Elementalism (Aspect: Air, earth, fire, metal, water, and wood – as well as void/sound/ether, if used in the campaign.); Mesmerism (The minds of sapient (IQ 6+) beings.); Necromancy (Aspect: The dead and undead, as well as shadows and darkness.); Protection (Aspect: All sorts of defensive magic.); Transfiguration (Aspect: Living sapient beings, including their flesh and blood in general.) Logically, a proper White Council wizard would only have a point or maybe 2 in some of these (e.g. Necromancy) and this would work well with your respective talents (e.g., Sofia would have a high Elementalism skill while Colin would have high Augury.
- Their initial grimoire is a lot larger.
- Creating a spell on the fly is still more complicated than I would like. Using their example as a guideline (and presuming I'm doing this right), if I wanted to open a portal to the Nevernever, I'd probably say this is Create Arcanum (6 SP ... or spell points initially) with a ritual modifier of up to 10 seconds (+1 SP) to up to a minute (+3). For this, let's say +3. This gives us a total of 9 SP ... which bizarrely is no penalty to an Arcanum roll (that seems wrong to me) and will require 5 minutes (or 5 seconds if you have the appropriate advantage). Circles are only truly required if you don't have the proper advantage (which tracks with the Dresden-verse since Harry states point-blank that he doesn't actually need them but an apprentice like Molly definitely does.)
- Using this would require use to rebuild Sofia a bit. Colin less so because he's using Thaumatology: Sorcery exclusively.
- No nifty online automated program thing that lets you build them like in RPM.
So I'm a little torn here. It does look to me like this could work and might be easier for you to digest, but it's still going to require some work. At the moment, it almost seems like you've just used the Sorcery stuff by itself so I'm also tempted to just drop RPM entirely and go with that exclusively ...
Feedback appreciated from both of the casters.
ETA: Just noticed that Gate and teleportation magic are not allowed in Dungeon Fantasy, so that probably explains why creating the bridge to the Nevernever was so easy.